/usr/share/perl5/Math/PlanePath/QuadricCurve.pm is in libmath-planepath-perl 113-1.
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# This file is part of Math-PlanePath.
#
# Math-PlanePath is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by the
# Free Software Foundation; either version 3, or (at your option) any later
# version.
#
# Math-PlanePath is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
# or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
# for more details.
#
# You should have received a copy of the GNU General Public License along
# with Math-PlanePath. If not, see <http://www.gnu.org/licenses/>.
# math-image --path=QuadricCurve --lines --scale=10
# math-image --path=QuadricCurve --all --output=numbers_dash --size=80x50
package Math::PlanePath::QuadricCurve;
use 5.004;
use strict;
use vars '$VERSION', '@ISA';
$VERSION = 113;
use Math::PlanePath;
@ISA = ('Math::PlanePath');
use Math::PlanePath::Base::Generic
'is_infinite',
'round_nearest';
use Math::PlanePath::Base::Digits
'round_down_pow',
'digit_split_lowtohigh';
# uncomment this to run the ### lines
#use Devel::Comments;
use constant n_start => 0;
use constant class_x_negative => 0;
use constant sumxy_minimum => 0; # triangular X>=-Y
use constant diffxy_minimum => 0; # triangular Y<=X so X-Y>=0
use constant dx_minimum => -1;
use constant dx_maximum => 1;
use constant dy_minimum => -1;
use constant dy_maximum => 1;
use constant dsumxy_minimum => -1; # straight only
use constant dsumxy_maximum => 1;
use constant ddiffxy_minimum => -1;
use constant ddiffxy_maximum => 1;
use constant dir_maximum_dxdy => (0,-1); # South
#------------------------------------------------------------------------------
# 2---3
# | |
# 0---1 4 7---8
# | |
# 5---6
#
sub n_to_xy {
my ($self, $n) = @_;
### QuadricCurve n_to_xy(): $n
if ($n < 0) { return; }
if (is_infinite($n)) { return ($n,$n); }
my $x;
{
my $int = int($n);
$x = $n - $int; # frac
$n = $int; # BigFloat/BigRat int() gives BigInt, use that
}
my $y = $x * 0; # inherit bignum 0
my $len = $y + 1; # inherit bignum 1
foreach my $digit (digit_split_lowtohigh($n,8)) {
### at: "$x,$y digit=$digit"
if ($digit == 0) {
} elsif ($digit == 1) {
($x,$y) = (-$y + $len, # rotate +90 and offset
$x);
} elsif ($digit == 2) {
$x += $len; # offset
$y += $len;
} elsif ($digit == 3) {
($x,$y) = ($y + 2*$len, # rotate -90 and offset
-$x + $len);
} elsif ($digit == 4) {
($x,$y) = ($y + 2*$len, # rotate -90 and offset
-$x);
} elsif ($digit == 5) {
$x += 2*$len; # offset
$y -= $len;
} elsif ($digit == 6) {
($x,$y) = (-$y + 3*$len, # rotate +90 and offset
$x - $len);
} elsif ($digit == 7) {
### assert: $digit==7
$x += 3*$len; # offset
}
$len *= 4;
}
### final: "$x,$y"
return ($x,$y);
}
# 8
# |
# 7---6
# |
# 3---4---5
# |
# 2---1
# |
# 0
#
# |
# * 11--12--13
# / \ |
# 2---3 10---9
# / | | \ |
# 0---1 4 7---8
# \ | | /
# 5---6
# \ /
# *
#
sub xy_to_n {
my ($self, $x, $y) = @_;
### QuadricCurve xy_to_n(): "$x, $y"
$x = round_nearest ($x);
$y = round_nearest ($y);
if ($x < 0) {
### neg x ...
return undef;
}
my ($len,$level) = round_down_pow (($x+abs($y)) || 1, 4);
### $level
### $len
if (is_infinite($level)) {
return $level;
}
my $diamond_p = sub {
### diamond_p(): "$x,$y len=$len is ".(($x == 0 && $y == 0) || ($y <= $x && $y > -$x && $y < $len-$x && $y >= $x-$len))
return (($x == 0 && $y == 0)
|| ($y <= $x
&& $y > -$x
&& $y < $len-$x
&& $y >= $x-$len));
};
my $n = 0;
foreach (0 .. $level) {
$n *= 8;
### at: "level=$level len=$len x=$x,y=$y n=$n"
if (&$diamond_p()) {
# digit 0 ...
} else {
($x,$y) = ($y, -($x-$len)); # shift and rotate -90
if (&$diamond_p()) {
# digit 1 ...
$n += 1;
} else {
($x,$y) = (-$y, $x-$len); # shift and rotate +90
if (&$diamond_p()) {
# digit 2 ...
$n += 2;
} else {
($x,$y) = (-$y, $x-$len); # shift and rotate +90
if (&$diamond_p()) {
# digit 3 ...
$n += 3;
} else {
$x -= $len;
if (&$diamond_p()) {
# digit 4 ...
$n += 4;
} else {
($x,$y) = ($y, -($x-$len)); # shift and rotate -90
if (&$diamond_p()) {
# digit 5 ...
$n += 5;
} else {
($x,$y) = ($y, -($x-$len)); # shift and rotate -90
if (&$diamond_p()) {
# digit 6 ...
$n += 6;
} else {
($x,$y) = (-$y, $x-$len); # shift and rotate +90
if (&$diamond_p()) {
# digit 7 ...
$n += 7;
} else {
return undef;
}
}
}
}
}
}
}
}
$len /= 4;
}
### end at: "x=$x,y=$y n=$n"
if ($x != 0 || $y != 0) {
return undef;
}
return $n;
}
# level extends to x= 4^level
# level = log4(x)
#
# not exact
sub rect_to_n_range {
my ($self, $x1,$y1, $x2,$y2) = @_;
### QuadricCurve rect_to_n_range(): "$x1,$y1 $x2,$y2"
$x1 = round_nearest ($x1);
$x2 = round_nearest ($x2);
if ($x2 < $x1) {
$x2 = $x1; # x2 bigger
}
if ($x2 < 0) {
return (1,0); # rect all x negative, no points
}
$y1 = abs (round_nearest ($y1));
$y2 = abs (round_nearest ($y2));
if ($y2 < $y1) {
$y2 = $y1; # y2 bigger abs
}
my $p4 = $x2+$y2+1;
### $p4
return (0, $p4*$p4);
}
1;
__END__
# 0 1 2 3 4 5 6 7 8
#
# 8 @
# |
# 7 +---+
# |
# 6 +---+---+
# |
# 5 +---+
# |
# 4 @---+ + +---@
# |
# 3 +---+ +
# | |
# 2 @---+ + +---@ +
# | | |
# 1 +---+ +---+ +---+ +
# | | |
# 0 +---+---+ @---+ + +---@---+ + +---@
# | | | |
# +---+ +---+ + +---+
# | | |
# @---+ + +---@ +
# | |
# +---+ +
# |
# @---+ + +---@
# |
# +
#
# +
#
# +
# |
# @
=for stopwords eg Ryde Math-PlanePath zig-zag OEIS
=head1 NAME
Math::PlanePath::QuadricCurve -- eight segment zig-zag
=head1 SYNOPSIS
use Math::PlanePath::QuadricCurve;
my $path = Math::PlanePath::QuadricCurve->new;
my ($x, $y) = $path->n_to_xy (123);
=head1 DESCRIPTION
This is a self-similar zig-zag of eight segments,
18-19 5
| |
16-17 20 23-24 4
| | | |
15-14 21-22 25-26 3
| |
11-12-13 29-28-27 2
| |
2--3 10--9 30-31 58-59 ... 1
| | | | | | |
0--1 4 7--8 32 56-57 60 63-64 <- Y=0
| | | | | |
5--6 33-34 55-54 61-62 -1
| |
37-36-35 51-52-53 -2
| |
38-39 42-43 50-49 -3
| | | |
40-41 44 47-48 -4
| |
45-46 -5
^
X=0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
The base figure is the initial N=0 to N=8,
2---3
| |
0---1 4 7---8
| |
5---6
It then repeats, turned to follow edge directions, so N=8 to N=16 is the
same shape going upwards, then N=16 to N=24 across, N=24 to N=32 downwards,
etc.
The result is the base at ever greater scale extending to the right and with
wiggly lines making up the segments. The wiggles don't overlap.
=head2 Level Ranges
A given replication extends to
Nlevel = 8^level
X = 4^level
Y = 0
Ymax = 4^0 + 4^1 + ... + 4^level # 11...11 in base 4
= (4^(level+1) - 1) / 3
Ymin = - Ymax
=head2 Turn
The sequence of turns made by the curve is straightforward. In the base 8
(octal) representation of N, the lowest non-zero digit gives the turn
low digit turn (degrees)
--------- --------------
1 +90
2 -90
3 -90
4 0
5 +90
6 +90
7 -90
When the least significant digit is non-zero it determines the turn, to make
the base N=0 to N=8 shape. When the low digit is zero it's instead the next
level up, the N=0,8,16,24,etc shape which is in control, applying a turn for
the subsequent base part. So for example at N=16 = 20 octal 20 is a turn
-90 degrees.
=head1 FUNCTIONS
See L<Math::PlanePath/FUNCTIONS> for behaviour common to all path classes.
=over 4
=item C<$path = Math::PlanePath::QuadricCurve-E<gt>new ()>
Create and return a new path object.
=item C<($x,$y) = $path-E<gt>n_to_xy ($n)>
Return the X,Y coordinates of point number C<$n> on the path. Points begin
at 0 and if C<$n E<lt> 0> then the return is an empty list.
=back
=head1 OEIS
Entries in Sloane's Online Encyclopedia of Integer Sequences related to
this path include
=over
L<http://oeis.org/A133851> (etc)
=back
A133851 Y at N=2^k, being successive powers 2^j at k=1mod4
=head1 SEE ALSO
L<Math::PlanePath>,
L<Math::PlanePath::QuadricIslands>,
L<Math::PlanePath::KochCurve>
L<Math::Fractal::Curve> -- its F<examples/generator4.pl> is this curve
=head1 HOME PAGE
L<http://user42.tuxfamily.org/math-planepath/index.html>
=head1 LICENSE
Copyright 2011, 2012, 2013 Kevin Ryde
This file is part of Math-PlanePath.
Math-PlanePath is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 3, or (at your option) any later
version.
Math-PlanePath is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
more details.
You should have received a copy of the GNU General Public License along with
Math-PlanePath. If not, see <http://www.gnu.org/licenses/>.
=cut
|